actor gutslift 10500
{
+SOLID
+CANPASS
+NOGRAVITY
+FORCEYBILLBOARD
Radius 42
scale 2.5
Height 32
+DONTBLAST
+ACTIVATEMCROSS
States
{
Spawn:
GLIF A 1 ThrustThing(64,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(64,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(64,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(64,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(64,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(64,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(64,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(64,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(64,2,0,0)
GLIF A 0 A_Stop
GLIF A 0 A_PlaySoundEx("misc/gutslift", "Weapon")
loop
Spawn2:
GLIF A 1 ThrustThing(192,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(192,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(192,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(192,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(192,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(192,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(192,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(192,2,0,0)
GLIF A 0 A_Stop
GLIF A 1 ThrustThing(192,2,0,0)
GLIF A 0 A_Stop
GLIF A 0 A_PlaySoundEx("misc/gutslift", "Weapon")
loop
}
}

actor MegaHair 10501
{
scale 2.5
States
{
Spawn:
HAIR AB 4
loop 
}
}

actor BombmanBall 10502// Werid ball shaped buildings? I dunno
{
+CLIENTSIDEONLY
scale 2.5
States
{
Spawn:
BBAL A -1
stop
}
}

actor FireTrap 10503
{
+NOGRAVITY
-SOLID
Radius 4
Height 4
renderstyle none
obituary "%o's timing was off and got burned by a fire trap."
States
{
Spawn:
FIRT A 20 A_CustomMissile("FireWave",0,0,0,2,0)
loop
}
}

actor FireWave
{
PROJECTILE
Radius 8
Height 6
+DONTBLAST
Damage (15)
Speed 20
scale 2.5
States
{
Spawn:
FIRT AAABBBCCC 1 A_ClearTarget
loop
}
}

actor VRSphere 10504
{
+NOGRAVITY
radius 256
height 128
Scale 2.5
+SOLID
States
{
Spawn:
GLSS A -1
stop
}
}


actor Auto 10505
{
scale 2.5
States
{
Spawn:
AUTN ABAB 6
loop 
Talk:
AUTN ACACACACACACACACACACACACACACACACACACACACACACACACACACACACACAC 4
Goto Spawn
}
}


actor RushProp 10506
{
scale 2.5
States
{
Spawn:
RUSH AB 3
loop 
}
}

actor QuickBeam
{
PROJECTILE
Damage 255
+RIPPER
damagetype "Beam"
scale 2.5
+DONTBLAST
+FORCEXYBILLBOARD
+FOILINVUL
radius 32
height 42
obituary "%k was not quick enough to avoid the beams."
Speed 32
States
{
Spawn:
QBEA A 0
QBEA A 0 A_ClearTarget
QBEA A 10
loop
}
}

actor NoLagQuickBeam : QuickBeam
{
damage 0
+FORCEXYBILLBOARD
+BLOODLESSIMPACT
+CLIENTSIDEONLY
//renderstyle none
States
{
Spawn:
QBEA A 10
loop
}
}

actor QuickBeamShooter 10507
{
+NOGRAVITY
-SOLID
obituary "%k was not quick enough to avoid the beams."
States
{
Spawn:
TNT1 A 1 
loop
Fire:
TNT1 A 1 A_CustomMissile("QuickBeam",0,0,0,2,0)
TNT1 AAAAAAAAA 1 A_CustomMissile("NoLagQuickBeam",0,0,0,2,0)
loop
}
}

actor GutsStatue 10508
{
scale 2.5
Height 56
+FORCEYBILLBOARD
Radius 32
States
{
Spawn:
GSTA A -1
stop
}
}

actor VBlock 10509
{
+SOLID
+NOGRAVITY
+FORCEYBILLBOARD
Scale 2.5
Radius 32
Height 2
States
{
Spawn:
VBLK A 0
VBLK A 0 A_PlaySoundEx("misc/vanishblock", "voice")
VBLK ABCDE 4 
VBLK A 50 
Goto Stop
}
}

actor WilyBarrel2 10510
{
height 64
radius 32
scale 2.5
+SOLID
States
{
Spawn:
BARL B -1
loop
}
}

actor WilyBarrel1 10511
{
height 32
radius 32
scale 2.5
+SOLID
States
{
Spawn:
BARL A -1
loop
}
}



actor Roll 10512
{
Height 52
Radius 32
Translation "198:198=176:176", "192:192=4:4"
Scale 2.5
States
{
Spawn:
ROLL A -1
loop
}
}


actor Spike 10513
{
-SOLID
+FORCEYBILLBOARD
+CLIENTSIDEONLY
scale 2.5
States
{
Spawn:
HAZA A 1
loop
}
}

actor Torch 10514
{
+FORCEYBILLBOARD
+CLIENTSIDEONLY
+NOGRAVITY
Height 32
radius 16
scale 2.5
states
{
Spawn:
PTOR ABC 4
loop
}
}

actor 300Watt
{
MONSTER
+NOBLOOD
-COUNTKILL
-SOLID
scale 2.5
Radius 20
Height 20
+DONTBLAST
health 1
dropitem "BigHealth"
+NOGRAVITY
States
{
Spawn:
WATT A 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT A 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT A 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT A 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT B 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT B 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT B 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT B 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT C 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT C 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT C 1 A_Recoil(-6)
WATT A 0 A_Stop
WATT C 1 A_Recoil(-6)
WATT A 0 A_Stop
loop
Death:
WATT A 0 A_Stop
WATT A 0 A_PlaySound("robot/death")
WATT A 0 A_Fall
WATT A 0 ACS_Execute(5,0,0)
MMFX BCDE 2
stop
}
}

actor Dompan
{
MONSTER
-COUNTKILL
-SOLID
+DONTBLAST
+NOBLOOD
scale 2.5
Radius 20
Height 20
health 1
dropitem "BigHealth"
States
{
Spawn:
DOMP A 1 A_Recoil(-8)
DOMP A 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP A 1 A_Recoil(-8)
DOMP A 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP A 1 A_Recoil(-8)
DOMP A 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP A 1 A_Recoil(-8)
DOMP A 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP B 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP B 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP B 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP B 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP C 1 A_Recoil(-8)
DOMP C 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP C 1 A_Recoil(-8)
DOMP C 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP C 1 A_Recoil(-8)
DOMP C 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP C 1 A_Recoil(-8)
DOMP C 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP B 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP B 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP B 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
DOMP B 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP A 0 A_JumpIf(z-floorz>0,"Falling")
DOMP A 0 A_JumpIfInventory("DompanJump",1,"Leap")
loop
Leap:
DOMP D 4 A_Stop
DOMP B 0 A_TakeInventory("DompanJump",1)
DOMP D 0 ThrustThingZ(0, 80, 0, 1)
DOMP E 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP E 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP E 1 A_Recoil(-8)
DOMP B 0 A_Stop
DOMP E 1 A_Recoil(-8)
DOMP B 0 A_Stop
Goto Spawn
Falling:
DOMP E 1
DOMP A 0 A_JumpIf(z-floorz==0,"Spawn")
loop
Death:
WATT A 0 A_Stop
WATT A 0 A_Fall
WATT A 0 A_PlaySound("robot/death")
WATT A 0 A_SpawnItemEx("BrightFirework",0,0,9,0,0,32)
MMFX BCDE 2
stop
}
}

actor BrightFirework
{
-SOLID
+NOGRAVITY
+NOINTERACTION
scale 2.5
States
{
Spawn:
DOMP G 8
DOMP G 0 A_Stop
DOMP G 0 ACS_Execute(5,0,1)
DOMP H 4 A_SpawnItemEx("BrightFireworkExp",random(-10,10),random(-10,10),10)
DOMP H 4 A_SpawnItemEx("BrightFireworkExp",random(-10,10),random(-10,10),0)
DOMP H 4 A_SpawnItemEx("BrightFireworkExp",random(-10,10),random(-10,10),-10)
stop
}
}

actor BrightFireworkExp
{
-SOLID
scale 2.5
+NOGRAVITY
+NOINTERACTION
States
{
Spawn:
DOMP IJKLMN 4
stop
}
}

actor DompanJump : inventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Spawn:
TNT1 A 0
stop
}
}

actor BigEye 10515
{
scale 2.5
+SOLID
-SHOOTABLE
+DONTBLAST
+ACTIVATEMCROSS
+ACTIVATEPCROSS
States
{
Spawn:
BIGE B 0 A_PlaySound("robot/bigeye")
BIGE B 0 //A_Stop
BIGE B 0 A_Explode(128,64,0)
BIGE B 20
BIGE B 0 A_Jump(256,"Leap","Leap2")
Goto Spawn
Leap:
BIGE A 0 A_Recoil(-2)
BIGE A 5 ThrustThingZ(0,60,0,0)
BIGE A 1 A_Recoil(-2)
BIGE A 1 A_JumpIf(z-floorz==0, "Spawn")
Goto Leap+3
Leap2:
BIGE A 0 A_Recoil(-2)
BIGE A 5 ThrustThingZ(0,40,0,0)
BIGE A 1 A_Recoil(-2)
BIGE A 1 A_JumpIf(z-floorz==0, "Spawn")
Goto Leap2+3
}
}

actor Spray 10516
{
+CLIENTSIDEONLY
+FORCEYBILLBOARD
-SOLID
Height 32
radius 16
scale 2.5
+RANDOMIZE
states
{
Spawn:
SPNK AB 4
loop
}
}

actor Moby 10517
{
+SOLID
+NOGRAVITY
+CANPASS
+DONTBLAST
+FLOAT
+INVULNERABLE
-NOBLOCKMONST
+ACTIVATEMCROSS
floatspeed 1
Height 128
radius 80
speed 3
scale 2.5
states
{
Spawn:
MOBY AAABBBCCCCDDEEEFFFEEEDDDCCCBBB 2 A_Wander
loop
}
}

actor StarShooter 10518
{
+NOGRAVITY
-SOLID
States
{
Spawn:
TNT1 A 2 A_SpawnItemEx("Star",0,0,0,random(2,8),random(-10,10),random(-10,10),0)
loop
}
}

actor Star
{
PROJECTILE
Speed 20
scale 0.5
States
{
Spawn:
MMFX CDE 6 A_Recoil(-2)
loop
}
}

actor MegaRun 10519
{
+NOGRAVITY
-SOLID
+RANDOMIZE
Scale 2.5
States
{
Spawn:
PLAY BCDE 5
loop
}
}

actor BassRun 10520
{
+NOGRAVITY
-SOLID
+RANDOMIZE
Scale 2.5
States
{
Spawn:
BASS BCDE 5
loop
}
}

actor ProtoRun 10521
{
+NOGRAVITY
-SOLID
+RANDOMIZE
Scale 2.5
States
{
Spawn:
PROM BCDE 5
loop
}
}

actor CossackSpike 10522
{
-SOLID
+FORCEYBILLBOARD
+CLIENTSIDEONLY
+FLOORHUGGER
gravity 100.0
-NOLIFTDROP
scale 2.5
States
{
Spawn:
COSS A 1
loop
}
}

actor SnowSpawner 10523
{
+CLIENTSIDEONLY
+NOGRAVITY
Height 1
Radius 1
-SOLID
States
{
Spawn:
TNT1 A 6
TNT1 A 0 A_Jump(50, "Snow")
loop
Snow:
TNT1 A 4 A_SpawnItemEx("SnowFlake",0,0,0,random(10,18), random(-10,10), random(-8,-12),0)
Goto Spawn
}
}

actor SnowFlake
{
-SOLID
PROJECTILE
+DONTBLAST
damage 0
height 2
radius 2
+CLIENTSIDEONLY
+NOGRAVITY
+NOINTERACTION
scale 2.5
States
{
Spawn:
COSS B 30
stop
}
}

actor BigSnakey 10524
{
-SOLID
+CLIENTSIDEONLY
height 32
radius 32
scale 2.5
States
{
Spawn:
SNKY A 45
SNKY BC 6
loop
}
}

actor PicketMan 10525
{
+SOLID
+CLIENTSIDEONLY
height 32
radius 16
scale 2.5
+RANDOMIZE
States
{
Spawn:
PICK AB 8
loop
}
}

actor BoatActivate : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+INVENTORY.AUTOACTIVATE
states
{
Spawn:
TNT1 A 1
loop
Pickup:
TNT1 A 0 A_SpawnItemEx("BoatGiver")
TNT1 A 0 A_GiveInventory("InBoat")
stop
}
}

actor BoatGiver
{
Height 0
Radius 0
+NOINTERACTION
-SOLID
+NOGRAVITY
+MISSILE
States
{
Spawn:
TNT1 A 1 A_GiveToTarget("BoatFX",1)
TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
TNT1 A 0 A_JumpIfInTargetInventory("InBoat",1,"Spawn")
Goto Death
Death:
TNT1 A 0 A_GiveToTarget("BoatDeathFX",1)
stop
}
}

actor BoatFX : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+INVENTORY.AUTOACTIVATE
states
{
Spawn:
TNT1 A 1
loop
Pickup:
TNT1 A 0 A_SpawnItemEx("BoatBackFX",-30,0,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("BoatFrontFX",1,0,0,0,0,0)
TNT1 A 0 A_Recoil(-2)
stop
}
}

actor BoatFrontFX 
{
+NOTIMEFREEZE
+CLIENTSIDEONLY
-SOLID
+NOGRAVITY
+NOINTERACTION
scale 2.5
height 0
radius 0
States
{
Spawn:
WAVB B 2
stop
}
}

actor BoatBackFX : BoatFrontFX
{
+NOTIMEFREEZE
States
{
Spawn:
WAVB A 2
stop
}
}


actor InBoat : PowerProtection
{
damagefactor "Drowning", 0.0
inventory.amount 1
inventory.maxamount 1
Powerup.Duration 0x7FFFFFFF
states
{
Spawn:
TNT1 A 1
loop
}
}

actor BoatDeathFX : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+INVENTORY.AUTOACTIVATE
states
{
Spawn:
TNT1 A 1
loop
Pickup:
TNT1 A 0 A_SpawnItemEx("DrillExplode")
TNT1 A 0 A_Stop
TNT1 A 0 A_PlaySoundEx("weapon/drillexplode","Voice")
TNT1 A 0 A_Recoil(-10)
TNT1 A 0 ThrustThingZ(0,80,0,1)
TNT1 A 0 A_TakeInventory("JumpCancler",1)
stop
}
}

actor PressBall 10526
{
Radius 20
scale 2.5
Height 32
+NOGRAVITY
+FORCEYBILLBOARD
-SOLID
States
{
Spawn:
PRES A 5 A_SpawnItemEx("PressDamager",0,0,-20,1)
loop
}
}

actor PressStand 10527
{
+NOINTERACTION
+FORCEYBILLBOARD
+CLIENTSIDEONLY
-SOLID
scale 2.5
States
{
Spawn:
PRES B -1
stop
}
}

actor PressDamager
{
//PROJECTILE
height 19
Radius 19
Damage (50)
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_ClearTarget
TNT1 A 2  A_ChangeFlag("Missile",1)
stop
}
}

actor Cactus 10528
{
-SOLID
+ALLOWCLIENTSPAWN
height 42
+FORCEYBILLBOARD
radius 16
scale 2.5
States
{
Spawn:
CACT A -1
stop
}
}

actor SumaTiger 10529
{
+SOLID
+CLIENTSIDEONLY
height 32
radius 16
scale 2.5
+RANDOMIZE
States
{
Spawn:
SUMA AB 7
loop
}
}

actor SkeletonJoe 10530
{
+SOLID
+CLIENTSIDEONLY
height 32
radius 16
scale 2.5
+RANDOMIZE
States
{
Spawn:
SKEJ AB 10
loop
}
}

actor Vboy 10531
{
+SOLID
+CLIENTSIDEONLY
height 28
+FORCEYBILLBOARD
radius 16
scale 2.5
+RANDOMIZE
States
{
Spawn:
VBOY ABC 3
loop
}
}

actor HotHead 10532
{
-SOLID
+ALLOWCLIENTSPAWN
height 32
radius 48
scale 2.5
+RANDOMIZE
States
{
Spawn:
HOTH AB 9
loop
}
}

actor CrystalTower1 10534
{
+SOLID
-CANPASS
+ALLOWCLIENTSPAWN
height 254
+FORCEYBILLBOARD
radius 31
scale 2.5
States
{
Spawn:
CRYT A -1
stop
}
}

actor CrystalTower2 : CrystalTower1 10535
{
States
{
Spawn:
CRYT B -1
stop
}
}

actor CrystalTower3 : CrystalTower1 10536
{
States
{
Spawn:
CRYT C -1
stop
}
}

actor Goblin 10537
{
+SOLID
+NOGRAVITY
+ALLOWCLIENTSPAWN
height 192
radius 80
scale 2.5
States
{
Spawn:
GOBL AB 6
loop
}
}

actor GyroScrew1 10538
{
+SOLID
+NOGRAVITY
+ALLOWCLIENTSPAWN
+SYNCHRONIZED
+FORCEYBILLBOARD
height 64
radius 32
scale 2.5
States
{
Spawn:
TWST AB 5
loop
}
}

actor GyroScrew2 10539
{
+SOLID
+NOGRAVITY
+SYNCHRONIZED
+ALLOWCLIENTSPAWN
+FORCEYBILLBOARD
height 64
radius 32
scale 2.5
States
{
Spawn:
TWST CD 5
loop
}
}

actor KnightTorch 10540
{
+SOLID
+NOGRAVITY
+ALLOWCLIENTSPAWN
+FORCEYBILLBOARD
height 16
radius 16
scale 2.5
States
{
Spawn:
KTOR ABC 4
loop 
}
}

actor BubbleSpray 10541
{
+CLIENTSIDEONLY
+FORCEYBILLBOARD
-SOLID
Height 1
radius 16
scale 2.5
+NOGRAVITY
+RANDOMIZE
states
{
Spawn:
BUBS ABC 4
loop
}
}

actor Spiney 10542
{
//+CLIENTSIDEONLY
PROJECTILE
obituary "AGH"
+RIPPER
Damage (255)
damagetype "Star"
-SOLID
Height 16
radius 16
+DONTBLAST
scale 2.5
+NOGRAVITY
states
{
Spawn:
BUBS D -1
stop
}
}

actor BubbleSpawner 10543
{
+CLIENTSIDEONLY
+NOGRAVITY
Height 1
Radius 32
-SOLID
States
{
Spawn:
TNT1 A 3
TNT1 A 0 A_Jump(5, "Bubble")
loop
Bubble:
TNT1 A 0 A_SpawnItemEx("BubbleFX",random(-64,64),random(-64,64),0,0,0,6,0)
Goto Spawn
}
}

actor BubbleFX
{
-SOLID
PROJECTILE
damage 0
height 2
radius 2
+CLIENTSIDEONLY
+NOGRAVITY
+DONTBLAST
scale 2.5
States
{
Spawn:
BUBS E 0
BUBS E 5 A_Recoil(-10)
BUBS E 0 A_Recoil(10)
BUBS E 5 A_Recoil(10)
BUBS E 0 A_Recoil(-10)
loop
}
}

actor GutsDozerTop 10544
{
height 32
radius 32
scale 2.5
+FORCEYBILLBOARD
States
{
Spawn:
DOZE A 1
loop
Attack:
DOZE B 4
Goto Spawn
Laugh:
DOZE BA 5
loop
Spew:
DOZE B 50
Goto Spawn
Death:
DOZE AAAAAAA 10 A_SpawnItemEx("DozerExplode",random(-256,256),random(-256,256),random(-128,128),0,0,0,random(0,360))
DOZE AAAAAAAAAAA 5 A_SpawnItemEx("DozerExplode",random(-256,256),random(-256,256),random(-128,128),0,0,0,random(0,360))
DOZE AAAAAAAAAAAAAAAA 3 A_SpawnItemEx("DozerExplode",random(-256,256),random(-256,256),random(-128,128),0,0,0,random(0,360))
DOZE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("DozerExplode",random(-256,256),random(-256,256),random(-128,128),0,0,0,random(0,360))
DOZE A 0 A_SpawnItemEx("FakeDeathFX")
stop
}
}

actor DozerMouth 10545
{
-SOLID
-SHOOTABLE
+NOGRAVITY
height 32
obituary "%o was shot down by the Guts Dozer."
radius 32
+LOOKALLAROUND
States
{
Spawn:
TNT1 A 1 A_Look
loop
See:
TNT1 A 1
loop
Missile:
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_ThrowGrenade("DozerBullet") 
Goto See
CreateMet:
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("DozerMetool",0,0,-20,30,0,9,random(-3,3))
Goto See
Bombs:
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("DozerNapalm",0,0,0,5,0,0,45)
TNT1 A 0 A_SpawnItemEx("DozerNapalm",0,0,0,5,0,0,-45)
TNT1 A 5 A_SpawnItemEx("DozerNapalm",0,0,0,2,0,0)
TNT1 A 0 A_FaceTarget
TNT1 A 5 A_SpawnItemEx("DozerNapalm",0,0,0,10,0,0)
TNT1 A 0 A_FaceTarget
TNT1 A 5 A_SpawnItemEx("DozerNapalm",0,0,0,20,0,0)
TNT1 A 0 A_FaceTarget
TNT1 A 5 A_SpawnItemEx("DozerNapalm",0,0,0,30,0,0)
TNT1 A 0 A_FaceTarget
TNT1 A 5 A_SpawnItemEx("DozerNapalm",0,0,0,40,0,0)
TNT1 A 0 A_FaceTarget
TNT1 A 5 A_SpawnItemEx("DozerNapalm",0,0,0,50,0,0)
TNT1 A 0 A_FaceTarget
TNT1 A 5 A_SpawnItemEx("DozerNapalm",0,0,0,60,0,0)
TNT1 A 0 A_FaceTarget
TNT1 A 5 A_SpawnItemEx("DozerNapalm",0,0,0,70,0,0)
TNT1 A 0 A_FaceTarget
TNT1 A 5 A_SpawnItemEx("DozerNapalm",0,0,0,80,0,0)
Goto See
}
}

actor DozerExplode
{
Speed 0
Damage 0
Scale 2.5
Height 0
Radius 0
+NOINTERACTION
+NOGRAVITY
-SOLID
States
{
Spawn:
NAPA A 0
NAPA A 0 A_PlaySound("weapon/drillexplode")
NAPA EFGHIJKL 2
NAPA MNOPQRS 2
stop
}
}

actor DozerNapalm
{
PROJECTILE
Radius 6
Height 7
scale 2.5
- NOGRAVITY
damagetype "Needle"
speed 15
translation "192:207=176:176"
States
{
Spawn:
NAPA A 0
NAPA A 0 ThrustThingZ(0, 25, 0, 1)
NAPA ABCD 4
Goto Spawn+2
Death:
NAPA A 0 A_Stop
NAPA A 0 A_PlaySoundEx("weapon/napalm", "Weapon")
NAPA A 0 A_ChangeFlag("NOGRAVITY",1)
NAPA D 0 A_Explode(60, 128, 0)
NAPA DEFGHIJKLMNOPQRS 2
stop
}
}

actor DozerBullet
{
PROJECTILE
Height 32
Radius 32
scale 2.5
-NOGRAVITY
+DOOMBOUNCE
bouncecount 2
bouncefactor 0.45
damagetype "Needle"
speed 36
Damage (5)
States
{
Spawn:
BASB A 1
loop
}
}

actor SmallHealthDropped : SmallHealth
{
+ACTIVATEMCROSS
}

actor WeaponEnergyDropped : WeaponEnergy
{
+ACTIVATEMCROSS
}

actor Item1Dropped : Item1
{
+ACTIVATEMCROSS
}

actor QuickBoomerangDropped : CustomInventory
{
+ACTIVATEMCROSS
+INVENTORY.AUTOACTIVATE
Inventory.Pickupmessage "Power up! Quick Boomerang!"
inventory.pickupsound "weapon/weaponup"
Scale 2.5
States
{
Spawn:
WEAP Z 1
loop
Pickup:
WEAP Z 0 A_GiveInventory("QuickBoomerangWep",1)
WEAP Z 0 A_GiveInventory("QuickBoomerangAmmo",100)
stop
}
}

actor DozerMetool
{
MONSTER
dropitem "SmallHealthDropped", 80
dropitem "WeaponEnergyDropped", 80
Height 32
Radius 32
Health 2
scale 2.5
obituary "%o was destroyed by a metool."
speed 14
-SHOOTABLE
-ACTIVATEMCROSS
-SOLID
+NORADIUSDMG
+LOOKALLAROUND
States
{
Spawn:
METT BBBB 1 A_Look
Goto Death
See:
METT A 0 Thing_ChangeTID(0,999)
METT AAABBBCCCBBB 1 A_Chase
METT A 0 A_ChangeFlag("SHOOTABLE",1)
loop
Melee:
METT A 0 A_SpawnItem("MetoolAttack")
METT AAABBBCCCBBB 1 A_Wander
Goto See
Death:
MMFX B 0 A_Fall
MMFX B 0 A_PlaySound("misc/metdie")
MMFX B 0 A_GiveToTarget("DozerMetCount",1)
MMFX B 0 A_JumpIfInTargetInventory("DozerMetCount",10,"Drop2")
MMFX B 0 A_JumpIfInTargetInventory("DozerMetCount",9,"Blam")
MMFX B 0 A_JumpIfInTargetInventory("DozerMetCount",8,"Blam")
MMFX B 0 A_JumpIfInTargetInventory("DozerMetCount",7,"Blam")
MMFX B 0 A_JumpIfInTargetInventory("DozerMetCount",6,"Blam")
MMFX B 0 A_JumpIfInTargetInventory("DozerMetCount",5,"Drop1")
Goto Blam
Drop2:
MMFX B 0 A_SpawnItemEx("Item1Dropped",0,0,0,0,0,10)
MMFX B 0 A_TakeFromTarget("DozerMetCount",999)
Goto Blam
Drop1:
MMFX B 0 A_SpawnItemEx("QuickBoomerangDropped",0,0,0,0,0,10)
Goto Blam
Blam:
MMFX FGHI 3 A_Stop
stop
}
}

actor DozerMetCount : Inventory
{
inventory.amount 1
inventory.maxamount 10
}

actor MetoolAttack
{
PROJECTILE
Damage 0
damagetype "Met"
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(10,64,0)
stop
}
}
 
actor DozerDamager 10546
{
PROJECTILE
Height 8
Radius 8
damage 0
+RIPPER
obituary "%o was crushed by the Guts Dozer."
DamageType "Needle"
states
{
Spawn:
TNT1 A 0
TNT1 A 8 A_Explode(8,32,0)
loop
}
}

actor DozerTarget 10547
{
+SHOOTABLE
+NORADIUSDMG
+NOGRAVITY
Health 2500
DamageFactor "Quick", 4.0
DamageFactor "Needle", 0.0
Height 40
painchance 256
Radius 20
mass 999999999
States
{
Spawn:
TNT1 A 1 A_Stop
loop
Pain:
TNT1 A 1 A_Stop
TNT1 A 0 ACS_Execute(11,0)
goto Spawn
Death:
TNT1 A 0 ACS_Execute(12,0)
TNT1 A 0 
stop
}
}


actor PlantManGrass 10548
{
+CLIENTSIDEONLY
scale 2.5
+NOINTERACTION
+NOGRAVITY
-SOLID
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128,"Spawn2")
PGRA A -1
stop
Spawn2:
PGRA B -1
stop
}
}

actor PlantBugSpawner 10549
{
//+CLIENTSIDEONLY
scale 2.5
+NOINTERACTION
+NOGRAVITY
-SOLID
+LOOKALLAROUND
States
{
Spawn:
TNT1 A 5 A_Look
loop
See:
TNT1 A 40
TNT1 A 0 A_Jump(8,"BugSpawn1")
TNT1 A 0 A_Jump(8,"BugSpawn2")
TNT1 A 0 A_Jump(8,"BugSpawn3")
loop
BugSpawn1:
TNT1 A 1 A_CustomMissile("PlantBug1",random(10,110),0,0,2,0)//A_SpawnItemEx("PlantBug1",0,0,random(10,110),10,0,0,0)
Goto See
BugSpawn2:
TNT1 A 1 A_CustomMissile("PlantBug2",random(10,110),0,0,2,0)
Goto See
BugSpawn3:
TNT1 A 1 A_CustomMissile("PlantBug3",random(10,110),0,0,2,0)
Goto See
}
}


actor PlantBug1
{
//+CLIENTSIDEONLY
+ACTIVATEMCROSS
Speed 10
Scale 2.5
-SOLID
+DONTBLAST
PROJECTILE
+NOGRAVITY
States
{
Spawn:
PBUG AB 4
loop
}
}

actor PlantBug2
{
//+CLIENTSIDEONLY
+ACTIVATEMCROSS
Speed 30
PROJECTILE
+DONTBLAST
Scale 2.5
-SOLID
+NOGRAVITY
States
{
Spawn:
PBUG CD 2
loop
}
}

actor PlantBug3
{
//+CLIENTSIDEONLY
+ACTIVATEMCROSS
PROJECTILE
Scale 2.5
-SOLID
Speed 25
+NOGRAVITY
+DONTBLAST
States
{
Spawn:
PBUG EFG 2
loop
}
}

actor BlizzardSpike 10550
{
+CLIENTSIDEONLY
scale 2.5
+NOINTERACTION
-SOLID
States
{
Spawn:
HAZA C -1
stop
}
}

actor ThunderLord 10551
{
+CLIENTSIDEONLY
scale 2.5
//+NOINTERACTION
-SOLID
+NOGRAVITY
+FLOATBOB
States
{
Spawn:
TLOR ABCD 3
loop
}
}

actor BubbleBat
{
PROJECTILE
Damage 0
+DONTBLAST
+RIPPER
radius 5
height 5
+BLOODLESSIMPACT
+CLIENTSIDEONLY
scale 2.5
speed 8
-SOLID
+NOGRAVITY
States
{
Spawn:
BBAT ABCB 4
loop
}
}

actor FallingCrystal
{
+CLIENTSIDEONLY
scale 2.5
-SOLID
+MISSILE
+DONTBLAST
States
{
Spawn:
CRFL ABCD 4
loop
}
}

actor FallingCrystalSpawner 10552
{
+CLIENTSIDEONLY
scale 2.5
+NOINTERACTION
-SOLID
+NOGRAVITY
States
{
Spawn:
TNT1 A 5
TNT1 A 0 A_Jump(128,"Crystal")
TNT1 A 7
TNT1 A 0 A_Jump(128,"Crystal")
TNT1 A 10
TNT1 A 0 A_Jump(128,"Crystal")
loop
Crystal:
TNT1 A 4 A_SpawnItem("FallingCrystal")
Goto Spawn
}
}

actor Peng
{
PROJECTILE
Damage 0
+RIPPER
+DONTBLAST
+FLOATBOB
+BLOODLESSIMPACT
+CLIENTSIDEONLY
scale 2.5
speed 12
-SOLID
+NOGRAVITY
States
{
Spawn:
PENG AB 4
loop
}
}

actor PenguinBomber 10553
{
+CLIENTSIDEONLY
scale 2.5
-SOLID
States
{
Spawn:
PENG C 35
PENG D 4
PENG E 21 ThrustThingZ(0,40,0,0)
loop
}
}

actor Walrus 10554
{
+CLIENTSIDEONLY
scale 2.5
-SOLID
States
{
Spawn:
WALR AB 9
loop
}
}

actor Dolphin
{
PROJECTILE
Damage 0
+DONTBLAST
+RIPPER
+BLOODLESSIMPACT
+CLIENTSIDEONLY
scale 2.5
speed 12
-SOLID
-NOGRAVITY
States
{
Spawn:
DOLP A 0
DOLP A 0 A_SpawnItemEx("MMSplash")
DOLP A 8
Goto Spawn+2
Death:
DOLP A 0 A_SpawnItemEx("MMSplash")
stop
}
}

actor FanFiend 10555
{
+CLIENTSIDEONLY
scale 2.5
-SOLID
States
{
Spawn:
FANF ABABABABA 4
FANF C 4
loop
}
}

actor TackleFire
{
PROJECTILE
Damage 0
+RIPPER
+BLOODLESSIMPACT
+CLIENTSIDEONLY
scale 2.5
+DONTBLAST
speed 20
-SOLID
-NOGRAVITY
States
{
Spawn:
HOTH CD 4
loop
}
}

actor AtomicChicken
{
PROJECTILE
Damage 0
+RIPPER
+FLOORHUGGER
+DONTBLAST
+BLOODLESSIMPACT
+CLIENTSIDEONLY
scale 2.5
speed 20
radius 8
-SOLID
-NOGRAVITY
States
{
Spawn:
ATOC ABCB 4
loop
}
}

actor Colton 10556
{
+CLIENTSIDEONLY
scale 2.5
-SOLID
States
{
Spawn:
COLT A 150
COLT B 5
COLT C 23
COLT D 8
COLT C 15
COLT B 5
loop
}
}


actor Pandita 10557
{
+CLIENTSIDEONLY
scale 2.5
-SOLID
States
{
Spawn:
PAND AB 10
loop
}
}

actor DrLight 10558
{
+CLIENTSIDEONLY
scale 2.5
-SOLID
States
{
Spawn:
DRLI A 5
loop
Talk:
DRLI BABABABABABABABAB 6
Goto Spawn
}
}

actor DevilPart
{
PROJECTILE
Scale 2.5
Height 16
Radius 32
+RIPPER
+DONTBLAST
Damage(4)
States
{
Spawn:
TNT1 A 1
YBIT ABC 3
TNT1 A 0 A_Recoil(-25)
YBIT DEFC 3
Goto Spawn+5
Death:
TNT1 A 0 A_Stop
YBIT CBA 3
stop
}
}

actor EyeSpawner
{
-SOLID
radius 2
height 2
+NOGRAVITY
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("DevilEye",0,random(-18,18),random(-16,16))
stop
}
}

actor DevilEye
{
-SHOOTABLE
Health 3000
scale 2.5
Height 32
painchance 256
mass 99999999
Radius 32
+NOGRAVITY
States
{
Spawn:
YEYE CB 3 Thing_ChangeTID(0,10)
YEYE A 0 A_ChangeFlag("SHOOTABLE",1)
YEYE A 1 A_Look
Goto Spawn+3
See:
YEYE A 1 A_FaceTarget
loop
Pain:
TNT1 A 0 A_SpawnItem("PainFX",0,-13)
TNT1 A 1 ACS_Execute(5,0,9)
Goto See
Missile:
YEYE A 1 A_CustomMissile("DevilProjectile",0,0,0)
Goto See
Death:
YEYE A 0 A_Stop
YEYE A 0 A_ChangeFlag("NOGRAVITY",1)
YEYE ABC 3
stop
}
}

actor DevilProjectile
{
PROJECTILE
Radius 10
damagetype "Quick"
Height 5
Damage (4)
Speed 50
scale 2.5
States
{
Spawn:
YBIT G 1
loop
}
}

actor DevilDamage 10559
{
+SHOOTABLE
Health 250
States
{
Spawn:
TNT1 A 1
loop
Death:
TNT1 A 1 ACS_Execute(17,0)
stop
}
}

actor MetDaddy
{
MONSTER
-COUNTKILL
Radius 200
Height 200
+DONTBLAST
Scale 6.0
Health 2500
obituary "%o crushed by the metool daddy."
+GHOST
+INVULNERABLE
damagefactor "Met", 0.0
damagefactor "quake", 0.0
damagefactor "Ring", 0.7
damagefactor "Buster", 2.0
damagefactor "Drill", 6.0
damagefactor "Dust", 4.0
mass 99999
+NODAMAGETHRUST
States
{
Spawn:
MDAD A 0 A_JumpIf(floorz-z==0,"Land2")
MDAD A 1 A_SpawnItemEx("MetDaddyDamager",0,0,-50,0,0,-10)
loop
Look:
MDAD A 1 A_Look
loop
See:
MDAD A 80
MDAD ABC 4
MDAD A 0 A_ChangeFlag("INVULNERABLE",0)
MDAD D 20
MDAD D 0 A_FaceTarget
MDAD D 0 A_SpawnItemEx("MetDaddyJumpFog")
MDAD D 0 A_JumpIfCloser(500,"Jump1")
MDAD D 0 A_JumpIfCloser(1500,"Jump2")
Goto Jump3
Jump1:
MDAD D 0 ThrustThingZ(0,80,0,0)
MDAD D 10 A_Recoil(-10)
MDAD D 0 //A_Print("Jump1")
MDAD D 0 A_SpawnItemEx("MetDaddyDamager",0,0,-50,0,0,-10)
MDAD D 1 A_JumpIf(floorz-z==0,"Land")
Goto Jump1+2
Jump2:
MDAD D 0 ThrustThingZ(0,85,0,0)
MDAD D 10 A_Recoil(-30)
MDAD D 0 //A_Print("Jump2")
MDAD D 0 A_SpawnItemEx("MetDaddyDamager",0,0,-50,0,0,-10)
MDAD D 1 A_JumpIf(floorz-z==0,"Land")
Goto Jump2+2
Jump3:
MDAD D 0 ThrustThingZ(0,100,0,0)
MDAD D 10 A_Recoil(-50)
MDAD D 0 //A_Print("Jump3")
MDAD D 0 A_SpawnItemEx("MetDaddyDamager",0,0,-50,0,0,-10)
MDAD D 1 A_JumpIf(floorz-z==0,"Land")
Goto Jump3+2
Land:
MDAD D 0 A_Stop
MDAD D 0 A_SpawnItemEx("MetDaddyDamager",0,0,0,0,0,0)
MDAD D 0 ACS_Execute(5,0,10)
MDAD D 0 A_SpawnItemEx("MetSpawner",512,512,500)
MDAD D 0 A_SpawnItemEx("MetSpawner",-512,512,500)
MDAD D 0 A_SpawnItemEx("MetSpawner",-512,-512,500)
MDAD D 0 A_SpawnItemEx("MetSpawner",512,-512,500)
MDAD D 0 A_SpawnItemEx("MetSpawner",512,0,500)
MDAD D 0 //A_SpawnItemEx("MetSpawner",-512,0,500)
MDAD D 0 A_SpawnItemEx("MetSpawner",0,512,500)
MDAD D 0 //A_SpawnItemEx("MetSpawner",0,-512,500)
MDAD GFGFGFEFEFE 3 
MDAD A 0 A_ChangeFlag("INVULNERABLE",1)
MDAD D 10
MDAD CB 4 
Goto See
Land2:
MDAD A 1 ACS_Execute(5,0,11)
MDAD A 1
Goto Land2+1
Death:
MDAD A 0 ACS_Execute(21,0)
MDAD CCCCCCC 10 A_SpawnItemEx("DozerExplode",random(-256,256),random(-256,256),random(0,256),0,0,0,random(0,360))
MDAD CCCCCCCCCCC 5 A_SpawnItemEx("DozerExplode",random(-256,256),random(-256,256),random(0,256),0,0,0,random(0,360))
MDAD CCCCCCCCCCCCCCCC 3 A_SpawnItemEx("DozerExplode",random(-256,256),random(-256,256),random(0,256),0,0,0,random(0,360))
MDAD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_SpawnItemEx("DozerExplode",random(-256,256),random(-256,256),random(-0,256),0,0,0,random(0,360))
MDAD A 0 A_SpawnItemEx("FakeDeathFX")
stop
}
}

actor MetDaddyJumpFog
{
Scale 6.0
+NOINTERACTION
+NOGRAVITY
States
{
Spawn:
MDAD HIJ 6
stop
}
}

actor MetDaddyDamager
{
PROJECTILE
obituary "%o crushed by the metool daddy."
Damage 255
Scale 4.0
+RIPPER
damagetype "Instagib"
Radius 300
Height 64
States
{
Spawn:
TNT2 A 2
stop
}
}

actor MetSpawner
{
//+SPAWNCEILING
+NOGRAVITY
-SOLID
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Jump(256,"Met1","Met2","Met3","Met4","Met5")
goto Met1
Met1:
TNT1 A 1 A_SpawnItemEx("ChaseMet",0,0,-10)
stop
Met2:
TNT1 A 1 A_SpawnItemEx("LazyMet",0,0,-10)
stop
Met3:
TNT1 A 1 A_SpawnItemEx("FranticMet",0,0,-10)
stop
Met4:
TNT1 A 1 A_SpawnItemEx("MetDance",0,0,-10)
stop
Met5:
TNT1 A 1 A_SpawnItemEx("JumpingMet",0,0,-10)
stop
}
}

actor ChaseMet
{
MONSTER
+THRUGHOST
obituary "%o was destroyed by a metool."
dropitem "WeaponEnergyDropped", 80
Height 32
Radius 32
Health 2
scale 2.5
damagefactor "Met", 0.0
speed 9
+SHOOTABLE
-ACTIVATEMCROSS
-SOLID
//+NORADIUSDMG
+LOOKALLAROUND
+INVULNERABLE
States
{
Spawn:
METT D 0
METT D 1
METT D 0 A_JumpIf(floorz-z>0,"Spawn")
METT D 1 A_Look
Goto Spawn+3
See:
METT D 25
METT F 0 A_FaceTarget
METT E 5 A_ChangeFlag("INVULNERABLE",0)
METT F 0 A_FaceTarget
METT F 5 A_CustomMissile("MetShot",0,0,0,0)
METT B 5
METT AAABBBCCCBBB 1 A_Chase
METT AAABBBCCCBBB 1 A_Chase
METT AAABBBCCCBBB 1 A_Chase
METT AAABBBCCCBBB 1 A_Chase
METT BE 5
METT D 5 A_ChangeFlag("INVULNERABLE",1)
Goto Spawn+3
Melee:
METT A 0 A_SpawnItem("MetoolAttack")
METT AAABBBCCCBBB 1 A_Wander
Goto See+52
Death:
MMFX B 0 A_Fall
MMFX B 0 A_PlaySound("misc/metdie")
MMFX FGHI 3 A_Stop
stop
}
}

actor LazyMet : ChaseMet
{
States
{
Spawn:
METT D 0
METT D 1
METT D 0 A_JumpIf(floorz-z>0,"Spawn")
METT D 1 A_Look
Goto Spawn+3
See:
METT D 20
METT F 0 A_FaceTarget
METT E 5 A_ChangeFlag("INVULNERABLE",0)
METT F 0 A_FaceTarget
METT F 5 A_CustomMissile("MetShot",0,0,0,0)
METT B 5
METT AAABBBCCCBBB 1 A_Chase
METT AAABBBCCCBBB 1 A_Chase
METT AAABBBCCCBBB 1 A_Chase
METT AAABBBCCCBBB 1 A_Chase
METT BE 5
METT D 80 A_ChangeFlag("INVULNERABLE",1)
Goto Spawn+3
Melee:
METT A 0 A_SpawnItem("MetoolAttack")
METT AAABBBCCCBBB 1 A_Wander
Goto See+52
Death:
MMFX B 0 A_Fall
MMFX B 0 A_PlaySound("misc/metdie")
MMFX FGHI 3 A_Stop
stop
}
}

actor FranticMet : ChaseMet
{
States
{
Spawn:
METT D 0
METT D 1
METT D 0 A_JumpIf(floorz-z>0,"Spawn")
METT D 1 A_Look
Goto Spawn+3
See:
METT D 20
METT F 0 A_FaceTarget
METT E 5 A_ChangeFlag("INVULNERABLE",0)
METT F 0 A_FaceTarget
METT F 5 A_CustomMissile("MetShot",0,0,0,0)
METT B 5
METT AAABBBCCCBBB 1 A_Chase
METT AAABBBCCCBBB 1 A_Chase
METT AAABBBCCCBBB 1 A_Chase
METT AAABBBCCCBBB 1 A_Chase
Goto See+6
Melee:
METT A 0 A_SpawnItem("MetoolAttack")
METT AAABBBCCCBBB 1 A_Wander
Goto See+6
Death:
MMFX B 0 A_Fall
MMFX B 0 A_PlaySound("misc/metdie")
MMFX FGHI 3 A_Stop
stop
}
}


actor MetDance : ChaseMet
{
States
{
Spawn:
METT D 0
METT D 1
METT D 0 A_JumpIf(floorz-z>0,"Spawn")
METT D 1 A_Look
Goto Spawn+3
See:
METT D 20
METT F 0 A_FaceTarget
METT E 5 A_ChangeFlag("INVULNERABLE",0)
METT F 0 A_FaceTarget
METT F 5 
METT B 5
METT G 0 A_CustomMissile("MetShot",32,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
METT G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
METT G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
METT G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
METT G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
//METT //G 0 A_CustomMissile("MetShot",16,0,0,2,0)
METT G 3 ACS_ExecuteAlways(19,0)
METT BE 5
METT D 10 A_ChangeFlag("INVULNERABLE",1)
Goto Spawn+3
Death:
MMFX B 0 A_Fall
MMFX B 0 A_PlaySound("misc/metdie")
MMFX FGHI 3 A_Stop
stop
}
}

actor JumpingMet : ChaseMet
{
States
{
Spawn:
METT D 0
METT D 1
METT D 0 A_JumpIf(floorz-z>0,"Spawn")
METT D 1 A_Look
Goto Spawn+3
See:
METT D 20
METT F 0 A_FaceTarget
METT E 5 A_ChangeFlag("INVULNERABLE",0)
METT F 0 A_FaceTarget
METT F 5 A_CustomMissile("MetShot",0,0,0,0)
METT B 5
METT A 0 A_FaceTarget
METT A 0 ThrustThingZ(0,40,0,0)
METT A 0 A_Recoil(-15)
METT A 0 A_SpawnItem("MetoolAttack")
METT AAABBB 1
METT A 0 A_SpawnItem("MetoolAttack")
METT CCCBBB 1 
METT A 0 A_SpawnItem("MetoolAttack")
METT AAABBB 1
METT A 0 A_SpawnItem("MetoolAttack")
METT CCCBBB 1 
METT A 0 A_SpawnItem("MetoolAttack")
METT AAABBB 1
METT A 0 A_SpawnItem("MetoolAttack")
METT CCCBBB 1 
Goto See+6
Death:
MMFX B 0 A_Fall
MMFX B 0 A_PlaySound("misc/metdie")
MMFX FGHI 3 A_Stop
stop
}
}

actor MetShot 
{
PROJECTILE
+DONTBLAST
obituary "%o was destroyed by a metool."
damagetype "misc/devilfire"
//seesound "weapon/mbuster"
Speed 20
damagetype "Met"
Damage (8)
radius 15
height 15
scale 2.5
States
{
Spawn:
TNT1 A 1
BASB A 1
Goto Spawn+1
Death:
BASB A 1
stop
}
}

actor CockroachDummy
{
+SHOOTABLE
scale 2.5
Health 1
States
{
Spawn:
MDAD KL 5
loop
Death:
MDAD K 0 A_SpawnItemEx("FakeDeathFX")
stop
}
}

actor ScreenFlash2 : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+INVENTORY.AUTOACTIVATE
States
{
Pickup:
TNT1 A 1 ACS_ExecuteAlways(34,0)
stop
}
}

actor Gamma
{
scale 2.5
+FORCEYBILLBOARD
obituary "%o was destroyed by Gamma."
radius 120
height 1000
MONSTER
-SOLID
+DROPOFF
+NOGRAVITY
+DONTBLAST
+LOOKALLAROUND
-SHOOTABLE
Speed 3
States
{
Spawn:
GAMA A 0
GAMA A 0 A_SpawnItemEx("GammaLook")
GAMA A 1 A_Look
Goto Spawn+2
See:
GAMA A 1 A_JumpIfInTargetInventory("StrongSpring",1,"Follow")
stop
Follow:
GAMA A 0 A_TakeInventory("CutterFlag",999)
GAMA BBBBBBBBBBBBBBBBBBBBBBBBBCCCCCCCCCCCCCCCCCCCCCCCCCDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_Chase
GAMA D 0 A_CustomMissile("GammaStomp",0,0,0,0)
GAMA E 10 ACS_ExecuteAlways(5,0,12)
GAMA EEEEEEEEEEEEEEEEEEEEEEEEEFFFFFFFFFFFFFFFFFFFFFFFFFGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Chase
GAMA D 0 A_GiveInventory("Clip",1)
GAMA D 0 A_CustomMissile("GammaStomp",0,0,0,0)
GAMA B 10 ACS_ExecuteAlways(5,0,12)
GAMA B 0 A_JumpIfInventory("Clip",2,"Attack")
loop
Attack:
GAMA B 0 A_TakeInventory("Clip",99)
TNT1 A 0 ACS_ExecuteAlways(5,0,14)
GAMA B 20 A_SpawnItemEx("GammaLitFX",25,0,1600)
GAMA B 20 A_SpawnItemEx("GammaAttackSpawner",170,0,1600)
Goto Follow
Kneel:
GAMA A 0 A_GiveInventory("CutterFlag",1)
GAMA A 0 //A_ChangeFlag("SOLID",1)
GAMD A 50
GAMD B 20
GAMD C 15
GAMD D 10 ACS_Execute(5,0,19)
GAMD EFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEF 5 A_SpawnItemEx("WilyHitBox",25,0,1000)
GAMD D 20
GAMA A 0 A_ChangeFlag("SOLID",0)
GAMD CBA 15
GAMD A 2
GAMA A 2
GAMD A 2
GAMA A 2
GAMD A 2
GAMA A 2 
GAMD A 2 ACS_Execute(29,0)
Goto Holdit
Holdit:
GAMA A 8
loop
Death:
GAMD E -1
stop
}
}

actor GammaAttackSpawner
{
+NOINTERACTION
-SOLID
+NOGRAVITY
obituary "%o was destroyed by Gamma."
+LOOKALLAROUND
scale 5.0
States
{
Spawn:
TNT1 AAA 1 A_Look
stop
See:
TNT1 A 0 A_Jump(256,"Attack1","Attack2","Attack3")
Goto Attack1
Attack1:
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
TNT1 A 1 A_CustomMissile("GammaLightningBall",0,0,0,2,-80)
stop
Attack2:
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
GAMA PQPQ 2 A_FaceTarget
TNT1 A 0 A_CustomMissile("GammaExplosive",0,0,0)
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
stop
Attack3:
TNT1 A 0 ACS_ExecuteAlways(5,0,15)
TNT1 A 0 A_FaceTarget
TNT1 A 1 A_CustomMissile("GammaFireBall",0,0,0,2,-60)
stop
}
}

actor GammaFireBall : FastProjectile
{
PROJECTILE
damagetype "Quick"
damage (0)
+RIPPER
+DONTBLAST
scale 4.0
radius 8
Height 8
Speed 60
States
{
Spawn:
GAMA UVW 3
loop
Death:
TNT1 A 0 ACS_ExecuteAlways(5,0,17)
TNT1 A 0 A_GiveInventory("Clip",1)
TNT1 A 0 A_JumpIfInventory("Clip",20,"Bye")
TNT1 A 1 A_SpawnItemEx("GammaSpew",0,0,10,random(5,20),random(5,20),random(5,20),random(0,360))
loop
Bye:
TNT1 A 0
stop
}
}

actor GammaSpew// : FastProjectile
{
PROJECTILE
damagetype "Quick"
damage (0)
+RIPPER
-NOGRAVITY
+DONTBLAST
scale 2.5
radius 16
Height 16
Speed 60
States
{
Spawn:
GAMA UVW 3
loop
Death:
GAMF A 0 A_JumpIf(z-floorz>0,"Bye")
GAMF A 0 A_PlaySoundEx("weapon/atomicfire","voice")
GAMF ABC 3
GAMF DEFDEFDEFDEFDEFDEFDEFDEFDEFDE 4 A_Explode(4, 128, 0)
GAMF CBA 3
stop
Bye:
TNT1 A 0
stop
}
}

actor GammaExplosive : FastProjectile
{
PROJECTILE
damagetype "Quick"
damage (1)
//-NOGRAVITY
//+LOWGRAVITY
+RIPPER
scale 2.5
radius 32
Height 32
Speed 75
States
{
Spawn:
GAMA RST 3
loop
Death:
BOMB A 0 A_Explode(10, 180, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}

actor GammaLightningBall
{
PROJECTILE
+RIPPER
+DONTBLAST
damagetype "Quick"
damage 0
scale 2.5
Speed 65
States
{
Spawn:
GAMA JKJKJKJK 2
GAMA J 0 A_Stop
//GAMA JKJKJKJKJKJK 2
GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,0,2,0)
//GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,-8,2,0)
GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,-16,2,0)
//GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,-24,2,0)
GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,-32,2,0)
//GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,-40,2,0)
GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,-48,2,0)
//GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,-56,2,0)
GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,-65,2,0)
//GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,8,2,0)
GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,16,2,0)
//GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,24,2,0)
GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,32,2,0)
//GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,40,2,0)
GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,48,2,0)
//GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,56,2,0)
GAMA K 0 A_CustomMissile("GammaLightningShooter",0,0,65,2,0)
stop
}
}

actor GammaLightningShooter
{
PROJECTILE
+RIPPER
+DONTBLAST
damage 0
scale 2.5
Speed 17
States
{
Spawn:
TNT1 A 0 ACS_Execute(5,0,16)
GAMA LM 2 A_SpawnItemEx("GammaLitFall",0,0,0,1,0,-50)
loop
}
}

actor GammaLitFall : FastProjectile
{
PROJECTILE
damage (2)
+DONTBLAST
+RIPPER
scale 2.5
radius 32
Height 32
Speed 20
States
{
Spawn:
GAMA NO 2
loop
}
}

actor GammaLitFx
{
+NOINTERACTION
scale 2.5
-SOLID
+DONTBLAST
+NOGRAVITY
States
{
Spawn:
GAMA HIHIHIHIHI 2
stop
}
}

actor GammaStomp
{
PROJECTILE
obituary "%o was stomped on by Gamma."
+FLOORHUGGER
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_Explode(9999, 400,0)
stop
}
}

actor GammaLook
{
+NOINTERACTION
+MISSILE
+NOGRAVITY
States
{
Spawn:
TNT1 A 0 A_JumpIfInventory("CutterFlag",1,1)
TNT1 A 1 A_GiveToTarget("GammaForceHitbox",1)
TNT1 A 1 A_GiveToTarget("GammaForceLook",1)
loop
}
}

actor GammaForceLook : CustomInventory
{
+INVENTORY.AUTOACTIVATE
States
{
Pickup:
TNT1 A 0 A_FaceTarget
stop
}
}

actor GammaForceHitbox : CustomInventory
{
+INVENTORY.AUTOACTIVATE
States
{
Pickup:
TNT1 A 0 A_SpawnItemEx("GammaHitBox",25,0,1500)
stop
}
}

actor GammaHitBox
{
Scale 2.5
Radius 64
Height 64
+SHOOTABLE
Health 99999
painchance 256
renderstyle none
States
{
Spawn:
PLAY A 1
PLAY A 1
stop
Pain:
PLAY A 0 A_ChangeFlag("SHOOTABLE",0)
PLAY A 0 ACS_ExecuteAlways(5,0,18)
stop
Pain.Quick:
PLAY A 0 A_ChangeFlag("SHOOTABLE",0)
stop
Pain.Atomic:
PLAY A 1 ACS_ExecuteAlways(5,0,13)
Pain.Pharoah:
Pain.Ballade:
Pain.Hard:
PLAY A 0 A_ChangeFlag("SHOOTABLE",0)
PLAY A 0 ACS_ExecuteAlways(5,0,13)
PLAY AAAA 3 A_SpawnItem("PainFX",-13)
stop
}
}

actor WilyHitBox : GammaHitBox
{
Health 99999
renderstyle none
States
{
Spawn:
PLAY A 5
stop
Pain.Top:
PLAY A 0 ACS_Execute(32,0)
stop
Pain.Quick:
Pain.Atomic:
Pain.Pharoah:
Pain.Hard:
Pain:
PLAY A 0 A_ChangeFlag("SHOOTABLE",0)
PLAY A 0 ACS_ExecuteAlways(5,0,18)
stop
}
}

actor WilyGrovel
{
scale 2.5
States
{
Spawn:
WILG A 1 A_JumpIf(floorz-z==0,"Beg")
loop
Beg:
WILG BC 7
loop 
}
}

actor LightHelp 10600
{
scale 2.5
States
{
Spawn:
DRLI AC 5
loop
}
}

actor MrX 10601
{
scale 2.5
States
{
Spawn:
MRXP A -1
stop
}
}

actor WilyUFO 10602
{
+NOGRAVITY
scale 2.5
States
{
Spawn:
WUFO AB 4
loop
Float:
WUFO AC 4
loop
}
}

actor WilyDamage 10603
{
+SHOOTABLE
Health 250
States
{
Spawn:
TNT1 A 1
loop
Death:
TNT1 A 1 ACS_Execute(28,0)
stop
}
}

actor CopShowGuy
{
+NOGRAVITY
+ACTIVATEMCROSS
States
{
Spawn:
CRE1 A 5 A_Recoil(1)
loop
Act:
CRE1 BBBBCDDDDDE 5
Actloop:
CRE1 F 4
loop
Finish:
CRE1 F 3 A_Recoil(1)
loop
}
}


actor ZeroEXE
{
+ACTIVATEMCROSS
+NOGRAVITY
States
{
Spawn:
CRE2 R 5 A_Recoil(1)
loop
Act:
CRE2 SSSTTTUUUUUUSSSS 4
Actloop:
CRE2 S 4
loop
Finish:
CRE2 S 3 A_Recoil(1)
loop
}
}

actor Brotoad
{
+ACTIVATEMCROSS
+NOGRAVITY
States
{
Spawn:
CRE2 D 5 A_Recoil(1)
loop
Act:
CRE2 DEEE 5
CRE2 FGHIJKLMNO 3
CRE2 P 2
Actloop:
CRE2 Q 4
loop
Finish:
CRE2 Q 3 A_Recoil(1)
loop
}
}

actor DTD
{
+ACTIVATEMCROSS
+NOGRAVITY
States
{
Spawn:
CRE1 K 5 A_Recoil(1)
loop
Act:
CRE1 GHIJKKKKKKKKKGHIJK 4
Actloop:
CRE1 K 4
loop
Finish:
CRE1 K 3 A_Recoil(1)
loop
}
}

actor Korby
{
+ACTIVATEMCROSS
+NOGRAVITY
States
{
Spawn:
CRE1 L 5 A_Recoil(1)
loop
Act:
CRE1 LMLMLMLM 2
CRE1 NOPNOP 4
Actloop:
CRE1 P 4
loop
Finish:
CRE1 P 3 A_Recoil(1)
loop
}
}

actor Namo
{
+ACTIVATEMCROSS
+NOGRAVITY
States
{
Spawn:
CRE1 Q 5 A_Recoil(1)
loop
Act:
CRE1 QRSTUVWXYZ 4
CRE2 ABC 4
Actloop:
CRE2 C 4
loop
Finish:
CRE2 C 3 A_Recoil(1)
loop
}
}

actor Squidgy
{
+ACTIVATEMCROSS
+NOGRAVITY
States
{
Spawn:
TNT1 A 5 A_Recoil(1)
loop
Act:
CRE2 WXYZ 3
CRE3 A 3
CRE3 BBBBCDDDEFFFG 4
CRE3 A 3
CRE2 ZYXW 3
TNT1 A 4
Actloop:
TNT1 A 4
loop
Finish:
TNT1 A 3 A_Recoil(1)
loop
}
}

actor PressStart
{
+ACTIVATEMCROSS
+NOGRAVITY
States
{
Spawn:
CRE3 H 5 A_Recoil(1)
loop
Act:
CRE3 HIJKLMNO 4
loop
Finish:
CRE3 HIJKLMNO 1 A_Recoil(1)
loop
}
}

actor Fupoo
{
+ACTIVATEMCROSS
+NOGRAVITY
States
{
Spawn:
CRE3 PQRQ 5 A_Recoil(1)
loop
Act:
CRE3 TTTSSSSSTTTSSSSSTTTSSSSS 4
Actloop:
CRE3 S 4
loop
Finish:
CRE3 PQRQ 3 A_Recoil(1)
loop
}
}

actor CutmanMike
{
+ACTIVATEMCROSS
+NOGRAVITY
States
{
Spawn:
CRE3 U 5 A_Recoil(1)
loop
Act:
CRE3 UUUUUUUUUVVVWW 5
CRE3 W 0 ACS_Execute(6,0)
Actloop:
CRE3 XY 2
loop
Finish:
CRE3 V 0 ACS_Execute(6,0)
CRE3 XYXYXYXYXYXYXYXYX 2
Finish2:
CRE3 V 5
loop
}
}

actor yashichi 10604
{
-SOLID
scale 2.5
radius 4
height 4
+NOGRAVITY
States
{
Spawn:
YASH A -1
stop
}
}

actor MegaManXProp
{
scale 2.5
+BRIGHT
States
{
Spawn:
MMXB A 4
loop
}
}

actor TellySpawner 10605
{
//+CLIENTSIDEONLY
scale 2.5
+NOINTERACTION
+NOGRAVITY
-SOLID
+LOOKALLAROUND
States
{
Spawn:
TNT1 A 5 A_Look
loop
See:
TNT1 A 135
TNT1 A 1 A_CustomMissile("Telly",random(-160,160),0,0,2,0)//A_SpawnItemEx("PlantBug1",0,0,random(10,110),10,0,0,0)
Goto See
}
}


actor Telly
{
+CLIENTSIDEONLY
+ACTIVATEMCROSS
Speed 5
Scale 2.5
-SOLID
PROJECTILE
+NOGRAVITY
States
{
Spawn:
TELY ABCDDDEF 5
loop
}
}


actor FlameOily
{
+DONTBLAST
-NOGRAVITY
+CLIENTSIDEONLY
Scale 2.5
Height 8
Radius 8
reactiontime 525
States
{
Spawn:
OFLM AAABBCCC 1 A_CountDown
loop
}
}